The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
382 lines
11 KiB
C++
382 lines
11 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2013 Blender Foundation */
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/node/deg_node_component.h"
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#include <cstdio>
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#include <cstring> /* required for STREQ later on. */
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#include "BLI_ghash.h"
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#include "BLI_hash.hh"
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#include "BLI_utildefines.h"
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#include "DNA_object_types.h"
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#include "BKE_action.h"
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#include "intern/node/deg_node_factory.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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namespace blender::deg {
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/* *********** */
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/* Outer Nodes */
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/* -------------------------------------------------------------------- */
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/** \name Standard Component Methods
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* \{ */
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ComponentNode::OperationIDKey::OperationIDKey()
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: opcode(OperationCode::OPERATION), name(""), name_tag(-1)
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{
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}
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ComponentNode::OperationIDKey::OperationIDKey(OperationCode opcode)
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: opcode(opcode), name(""), name_tag(-1)
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{
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}
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ComponentNode::OperationIDKey::OperationIDKey(OperationCode opcode, const char *name, int name_tag)
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: opcode(opcode), name(name), name_tag(name_tag)
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{
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}
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string ComponentNode::OperationIDKey::identifier() const
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{
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const string codebuf = to_string(int(opcode));
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return "OperationIDKey(" + codebuf + ", " + name + ")";
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}
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bool ComponentNode::OperationIDKey::operator==(const OperationIDKey &other) const
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{
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return (opcode == other.opcode) && STREQ(name, other.name) && (name_tag == other.name_tag);
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}
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uint64_t ComponentNode::OperationIDKey::hash() const
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{
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const int opcode_as_int = int(opcode);
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return BLI_ghashutil_combine_hash(
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name_tag,
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BLI_ghashutil_combine_hash(BLI_ghashutil_uinthash(opcode_as_int),
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BLI_ghashutil_strhash_p(name)));
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}
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ComponentNode::ComponentNode()
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: entry_operation(nullptr),
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exit_operation(nullptr),
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possibly_affects_visible_id(false),
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affects_visible_id(false)
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{
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operations_map = new Map<ComponentNode::OperationIDKey, OperationNode *>();
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}
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void ComponentNode::init(const ID * /*id*/, const char * /*subdata*/)
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{
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/* hook up eval context? */
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/* XXX: maybe this needs a special API? */
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}
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/* Free 'component' node */
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ComponentNode::~ComponentNode()
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{
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clear_operations();
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delete operations_map;
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}
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string ComponentNode::identifier() const
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{
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const string type_name = type_get_factory(type)->type_name();
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const string name_part = name[0] ? (string(" '") + name + "'") : "";
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return "[" + type_name + "]" + name_part + " : " +
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"(affects_visible_id: " + (affects_visible_id ? "true" : "false") + ")";
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}
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OperationNode *ComponentNode::find_operation(OperationIDKey key) const
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{
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OperationNode *node = nullptr;
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if (operations_map != nullptr) {
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node = operations_map->lookup_default(key, nullptr);
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}
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else {
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for (OperationNode *op_node : operations) {
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if (op_node->opcode == key.opcode && op_node->name_tag == key.name_tag &&
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STREQ(op_node->name.c_str(), key.name)) {
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node = op_node;
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break;
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}
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}
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}
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return node;
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}
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OperationNode *ComponentNode::find_operation(OperationCode opcode,
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const char *name,
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int name_tag) const
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{
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OperationIDKey key(opcode, name, name_tag);
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return find_operation(key);
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}
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OperationNode *ComponentNode::get_operation(OperationIDKey key) const
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{
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OperationNode *node = find_operation(key);
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if (node == nullptr) {
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fprintf(stderr,
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"%s: find_operation(%s) failed\n",
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this->identifier().c_str(),
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key.identifier().c_str());
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BLI_assert_msg(0, "Request for non-existing operation, should not happen");
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return nullptr;
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}
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return node;
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}
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OperationNode *ComponentNode::get_operation(OperationCode opcode,
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const char *name,
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int name_tag) const
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{
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OperationIDKey key(opcode, name, name_tag);
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return get_operation(key);
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}
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bool ComponentNode::has_operation(OperationIDKey key) const
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{
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return find_operation(key) != nullptr;
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}
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bool ComponentNode::has_operation(OperationCode opcode, const char *name, int name_tag) const
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{
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OperationIDKey key(opcode, name, name_tag);
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return has_operation(key);
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}
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OperationNode *ComponentNode::add_operation(const DepsEvalOperationCb &op,
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OperationCode opcode,
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const char *name,
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int name_tag)
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{
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OperationNode *op_node = find_operation(opcode, name, name_tag);
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if (!op_node) {
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DepsNodeFactory *factory = type_get_factory(NodeType::OPERATION);
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op_node = (OperationNode *)factory->create_node(this->owner->id_orig, "", name);
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/* register opnode in this component's operation set */
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OperationIDKey key(opcode, name, name_tag);
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operations_map->add(key, op_node);
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/* Set back-link. */
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op_node->owner = this;
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}
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else {
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fprintf(stderr,
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"add_operation: Operation already exists - %s has %s at %p\n",
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this->identifier().c_str(),
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op_node->identifier().c_str(),
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op_node);
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BLI_assert_msg(0, "Should not happen!");
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}
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/* attach extra data */
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op_node->evaluate = op;
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op_node->opcode = opcode;
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op_node->name = name;
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op_node->name_tag = name_tag;
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return op_node;
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}
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void ComponentNode::set_entry_operation(OperationNode *op_node)
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{
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BLI_assert(entry_operation == nullptr);
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entry_operation = op_node;
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}
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void ComponentNode::set_exit_operation(OperationNode *op_node)
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{
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BLI_assert(exit_operation == nullptr);
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exit_operation = op_node;
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}
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void ComponentNode::clear_operations()
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{
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if (operations_map != nullptr) {
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for (OperationNode *op_node : operations_map->values()) {
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delete op_node;
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}
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operations_map->clear();
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}
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for (OperationNode *op_node : operations) {
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delete op_node;
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}
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operations.clear();
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}
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void ComponentNode::tag_update(Depsgraph *graph, eUpdateSource source)
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{
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/* Note that the node might already be tagged for an update due invisible state of the node
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* during previous dependency evaluation. Here the node gets re-tagged, so we need to give
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* the evaluated clues that evaluation needs to happen again. */
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for (OperationNode *op_node : operations) {
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op_node->tag_update(graph, source);
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}
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/* It is possible that tag happens before finalization. */
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if (operations_map != nullptr) {
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for (OperationNode *op_node : operations_map->values()) {
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op_node->tag_update(graph, source);
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}
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}
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}
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OperationNode *ComponentNode::get_entry_operation()
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{
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if (entry_operation) {
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return entry_operation;
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}
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if (operations_map != nullptr && operations_map->size() == 1) {
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OperationNode *op_node = nullptr;
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/* TODO(sergey): This is somewhat slow. */
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for (OperationNode *tmp : operations_map->values()) {
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op_node = tmp;
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}
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/* Cache for the subsequent usage. */
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entry_operation = op_node;
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return op_node;
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}
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if (operations.size() == 1) {
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return operations[0];
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}
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return nullptr;
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}
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OperationNode *ComponentNode::get_exit_operation()
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{
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if (exit_operation) {
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return exit_operation;
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}
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if (operations_map != nullptr && operations_map->size() == 1) {
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OperationNode *op_node = nullptr;
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/* TODO(sergey): This is somewhat slow. */
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for (OperationNode *tmp : operations_map->values()) {
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op_node = tmp;
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}
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/* Cache for the subsequent usage. */
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exit_operation = op_node;
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return op_node;
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}
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if (operations.size() == 1) {
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return operations[0];
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}
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return nullptr;
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}
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void ComponentNode::finalize_build(Depsgraph * /*graph*/)
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{
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operations.reserve(operations_map->size());
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for (OperationNode *op_node : operations_map->values()) {
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operations.append(op_node);
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}
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delete operations_map;
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operations_map = nullptr;
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Bone Component
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* \{ */
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void BoneComponentNode::init(const ID *id, const char *subdata)
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{
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/* generic component-node... */
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ComponentNode::init(id, subdata);
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/* name of component comes is bone name */
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/* TODO(sergey): This sets name to an empty string because subdata is
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* empty. Is it a bug? */
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// this->name = subdata;
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/* bone-specific node data */
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Object *object = (Object *)id;
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this->pchan = BKE_pose_channel_find_name(object->pose, subdata);
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Register All Components
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* \{ */
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DEG_COMPONENT_NODE_DEFINE(Animation, ANIMATION, ID_RECALC_ANIMATION);
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/* TODO(sergey): Is this a correct tag? */
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DEG_COMPONENT_NODE_DEFINE(BatchCache, BATCH_CACHE, ID_RECALC_SHADING);
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DEG_COMPONENT_NODE_DEFINE(Bone, BONE, ID_RECALC_GEOMETRY);
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DEG_COMPONENT_NODE_DEFINE(Cache, CACHE, 0);
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DEG_COMPONENT_NODE_DEFINE(CopyOnWrite, COPY_ON_WRITE, ID_RECALC_COPY_ON_WRITE);
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DEG_COMPONENT_NODE_DEFINE(ImageAnimation, IMAGE_ANIMATION, 0);
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DEG_COMPONENT_NODE_DEFINE(Geometry, GEOMETRY, ID_RECALC_GEOMETRY);
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DEG_COMPONENT_NODE_DEFINE(LayerCollections, LAYER_COLLECTIONS, 0);
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DEG_COMPONENT_NODE_DEFINE(Parameters, PARAMETERS, 0);
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DEG_COMPONENT_NODE_DEFINE(Particles, PARTICLE_SYSTEM, ID_RECALC_GEOMETRY);
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DEG_COMPONENT_NODE_DEFINE(ParticleSettings, PARTICLE_SETTINGS, 0);
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DEG_COMPONENT_NODE_DEFINE(PointCache, POINT_CACHE, 0);
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DEG_COMPONENT_NODE_DEFINE(Pose, EVAL_POSE, ID_RECALC_GEOMETRY);
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DEG_COMPONENT_NODE_DEFINE(Sequencer, SEQUENCER, 0);
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DEG_COMPONENT_NODE_DEFINE(Shading, SHADING, ID_RECALC_SHADING);
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DEG_COMPONENT_NODE_DEFINE(Transform, TRANSFORM, ID_RECALC_TRANSFORM);
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DEG_COMPONENT_NODE_DEFINE(ObjectFromLayer, OBJECT_FROM_LAYER, 0);
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DEG_COMPONENT_NODE_DEFINE(Dupli, DUPLI, 0);
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DEG_COMPONENT_NODE_DEFINE(Synchronization, SYNCHRONIZATION, 0);
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DEG_COMPONENT_NODE_DEFINE(Audio, AUDIO, 0);
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DEG_COMPONENT_NODE_DEFINE(Armature, ARMATURE, 0);
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DEG_COMPONENT_NODE_DEFINE(GenericDatablock, GENERIC_DATABLOCK, 0);
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DEG_COMPONENT_NODE_DEFINE(Visibility, VISIBILITY, 0);
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DEG_COMPONENT_NODE_DEFINE(Simulation, SIMULATION, 0);
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DEG_COMPONENT_NODE_DEFINE(NTreeOutput, NTREE_OUTPUT, ID_RECALC_NTREE_OUTPUT);
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DEG_COMPONENT_NODE_DEFINE(NTreeGeometryPreprocess, NTREE_GEOMETRY_PREPROCESS, 0);
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Node Types Register
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* \{ */
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void deg_register_component_depsnodes()
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{
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register_node_typeinfo(&DNTI_ANIMATION);
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register_node_typeinfo(&DNTI_BONE);
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register_node_typeinfo(&DNTI_CACHE);
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register_node_typeinfo(&DNTI_BATCH_CACHE);
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register_node_typeinfo(&DNTI_COPY_ON_WRITE);
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register_node_typeinfo(&DNTI_GEOMETRY);
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register_node_typeinfo(&DNTI_LAYER_COLLECTIONS);
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register_node_typeinfo(&DNTI_PARAMETERS);
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register_node_typeinfo(&DNTI_PARTICLE_SYSTEM);
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register_node_typeinfo(&DNTI_PARTICLE_SETTINGS);
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register_node_typeinfo(&DNTI_POINT_CACHE);
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register_node_typeinfo(&DNTI_IMAGE_ANIMATION);
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register_node_typeinfo(&DNTI_EVAL_POSE);
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register_node_typeinfo(&DNTI_SEQUENCER);
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register_node_typeinfo(&DNTI_SHADING);
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register_node_typeinfo(&DNTI_TRANSFORM);
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register_node_typeinfo(&DNTI_OBJECT_FROM_LAYER);
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register_node_typeinfo(&DNTI_DUPLI);
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register_node_typeinfo(&DNTI_SYNCHRONIZATION);
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register_node_typeinfo(&DNTI_AUDIO);
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register_node_typeinfo(&DNTI_ARMATURE);
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register_node_typeinfo(&DNTI_GENERIC_DATABLOCK);
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register_node_typeinfo(&DNTI_VISIBILITY);
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register_node_typeinfo(&DNTI_SIMULATION);
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register_node_typeinfo(&DNTI_NTREE_OUTPUT);
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register_node_typeinfo(&DNTI_NTREE_GEOMETRY_PREPROCESS);
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}
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/** \} */
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} // namespace blender::deg
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